JP3561511B2 - Network game system, game server device, network game progress method, program, and recording medium - Google Patents

Network game system, game server device, network game progress method, program, and recording medium Download PDF

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Publication number
JP3561511B2
JP3561511B2 JP2002138361A JP2002138361A JP3561511B2 JP 3561511 B2 JP3561511 B2 JP 3561511B2 JP 2002138361 A JP2002138361 A JP 2002138361A JP 2002138361 A JP2002138361 A JP 2002138361A JP 3561511 B2 JP3561511 B2 JP 3561511B2
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Prior art keywords
means
group
game
player character
points
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JP2003325984A (en
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祐介 木越
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株式会社スクウェア・エニックス
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/12Video games, i.e. games using an electronically generated display having two or more dimensions involving interaction between a plurality of game devices, e.g. transmisison or distribution systems
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

Description

[0001]
BACKGROUND OF THE INVENTION
The present invention relates to a technique for changing a game content and communicating between players in a network game in which a plurality of players participate and the game proceeds.
[0002]
[Prior art]
A network game is a game in which a plurality of players participate to advance the game, and the player character of each player moves on a common map to develop the game. Various issues such as battles with enemy characters (system controlled monster characters) are arranged on the map, and the game progresses as the player character solves these issues. It will be going.
[0003]
As one of the features that the network game is different from the stand-alone video game, a plurality of player characters form one party, and the player characters belonging to this party can cooperate to solve the problem. Can be mentioned. Thus, communication between players will be achieved by making it possible to solve a problem by forming a party with a plurality of player characters.
[0004]
[Problems to be solved by the invention]
However, in the conventional network game, although the player characters of each player share the same world, this world is only influenced by the actions of their own player characters or, at best, other player characters in a party together. There was no change. That is, there is a problem that the game may become monotonous as the play period progresses because the game progresses essentially by the single action of each player character.
[0005]
Further, since each player character's action is essentially a single action, a scene in which many players advance the game with a common sense of purpose has been rare. For this reason, it is inevitable that the player character of each player will solve the problem in cooperation with other player characters, and it is difficult to say that the player character provides a sufficient environment for communication between players. . Insufficient communication between players has also caused a change in the content of the game unique to network games.
[0006]
It is an object of the present invention to provide a network game system or the like that prevents the game from becoming monotonous even when played for a long period of time by changing the contents of the network game and facilitating communication between players. Objective.
[0007]
[Means for Solving the Problems]
In order to achieve the above object, a network game system according to a first aspect of the present invention is a network game system including a server device and a plurality of client devices respectively connected to the server device via a network. And each of the client devices is operated by a player.Divided into multiple areasGroup setting means for setting a group to which a player character operating in a virtual space belongs, and group information transmission for sending group information regarding the group to which the player character set by the group setting means belongs to the server device via the network. Means, change information receiving means for receiving change information indicating a change in game content sent from the server device, and display control for displaying on the display device the game content indicated by the change information received by the change information receiving means. And the server device receives group information transmitted from the group information transmission unit, and the group information reception unit receives the group information received from the group information reception unit. The group to which each player character belongs And group registration means registers, in the virtual space, the problems given to each player character operates in accordance with a player's operation in the plurality of client devicesAchievementPoint calculation means for calculating points according to each point, and the points calculated by the point calculation means for each group to which each player character belongs.Furthermore, for each of the divided areasPoint counting means for counting,A control right granting means for granting control of each area to a group having a large number of points totaled in each area by the point totaling means;The point counting meansPer region,Based on points counted for each groupAccording to which group the control right of each area is given by the control right giving means,Game change means for changing the content of the game, change information transmission means for transmitting change information relating to the content of the game changed by the game change means to each of the plurality of client devices via the network;And the point calculation means calculates different points as points according to the achievement of the task, depending on which group the area in which each player character has achieved the task is given control.It is characterized by that.
[0008]
In order to achieve the above object, a network game system according to a second aspect of the present invention is a network game system including a server device and a plurality of client devices respectively connected to the server device via a network. The client device includes a group setting means for setting a group to which a player character operating in a virtual space divided into a plurality of areas by a player's operation belongs, and a player character set by the group setting means. Group information transmitting means for transmitting group information relating to a group to which the server belongs to the server device via the network, change information receiving means for receiving change information indicating a change in game content sent from the server device, Change information receiving means received Display control means for causing the display device to display the game content indicated by the control information, and the server device includes group information receiving means for receiving the group information transmitted from the group information transmitting means, and the group information receiving means. Based on the received group information, group registration means for registering groups to which the player characters of the plurality of client devices belong respectively, and each player character that operates in the virtual space according to the operation of the player on the plurality of client devices. Point calculating means for calculating points according to achievement of the given task, and point counting means for totaling the points calculated by the point calculating means for each group to which each player character belongs, and for each divided area; , The point counting means For a group in which the ratio of the total points counted in the area exceeds a predetermined threshold, a control-granting means for granting the control of each area, and the points totaled for each area and group by the point counting means Based on which group the control right of each area is given by the control right granting means, game change means for changing the game content, and change information regarding the game content changed by the game change means Is transmitted to the plurality of client devices via the network, respectively.
[0009]
To achieve the above object, a game server device according to a third aspect of the present invention is a group registration in which a plurality of client devices are connected via a network and the groups to which player characters of the plurality of client devices belong respectively. And a point that corresponds to the achievement of the task given to each player character that operates according to the player's operation in the plurality of client devices in a virtual space divided into a plurality of areas. Point calculation means, point calculation means for calculating points calculated by the point calculation means for each group to which each player character belongs, and further for each divided area, and points calculated by the point calculation means for each area For groups with many The control right granting means for granting the control right of each area, and the control right of each area is granted to any group by the control right granting means based on the points totaled for each area and each group by the point counting means. Game change means for changing the contents of the game according to whether or not, and change information transmission means for transmitting change information regarding the contents of the game changed by the game change means to the plurality of client devices via the network, respectively. The point calculation means calculates different points as points according to achievement of the task, depending on which group the area in which each player character has achieved the task is given control. .
Here, the control right granting unit may grant the control right of each region to a group in which the ratio of the points totaled in each region by the point totaling unit exceeds a predetermined threshold.
[0010]
In order to achieve the above object, a game server device according to a fourth aspect of the present invention is a game server device connected to a plurality of client devices via a network and connected to the plurality of client devices via a network. A group registration means for registering groups to which the player characters of the plurality of client devices belong, and a movement space for the player character, and in a virtual space divided into a plurality of regions, according to the operation of the player on the plurality of client devices. Point calculation means for calculating points according to achievement of the task given to each moving player character, points calculated by the point calculation means for each group to which each player character belongs, and for each divided area Point counting hands to be counted And a control-granting means for granting control of each area to a group in which the ratio of the points totaled in each area by the point-aggregating means exceeds a predetermined threshold, and the point-aggregating means for each area The game change means for changing the content of the game according to which group the control right of each area is given by the control right grant means based on the points counted for each group, and the game change means Change information transmitting means for transmitting change information regarding the content of the played game to each of the plurality of client devices via the network.
[0011]
In the game server device, the game changing means changes at least one of a type of item that the player character can obtain or a condition for the player character to obtain the item based on the points counted by the point counting means. It can be made to.
[0012]
In the above game server device, the game changing means may change the appearance feature in the virtual space based on the points counted by the point counting means.
[0017]
In the case where the control right is given to each area as described above, the game changing means causes the game progress of the player characters belonging to the group to which the control right is given to each area by the control right giving means. To be advantageous, the content of the game in the area can be changed.
[0018]
Further, the game changing means changes the contents of the game so that the progress of the game is advantageous for the player characters belonging to the group having many areas to which the control right is given by the control right giving means. Can do.
[0019]
In the video game apparatus, the game changing unit may change the content of information that can be acquired by the player for each group based on the points totaled by the point totaling unit.
[0020]
In the above video game device, the task given to the player character can be, for example, a battle with an enemy character. In this case, the point according to the achievement level of the task wins the battle. In this case, it can correspond to the experience value given to each player character.
[0021]
Here, it is preferable that the experience value is calculated according to a level difference between the level of the player character and the level of the enemy character.
[0022]
In addition, when the battle with the enemy character can be performed by a plurality of player characters operating by player operations in different client devices in a party, the experience value is It is preferably calculated according to a level difference between the level of the player character, the level of the enemy character, and the level of the other player character.
[0023]
In the video game apparatus, the point totaling unit may total the points calculated by the point calculating unit for each group during a certain period.
[0024]
The video game apparatus may further include group changing means for changing a group to which the player character registered in the group registration means belongs in accordance with an instruction from a client device corresponding to each player character. In this case, the point counting means excludes the points calculated by the point calculating means before changing the group from the points to be counted for each group for the player character whose group has been changed by the group change. can do.
[0025]
The video game apparatus may further include point correcting means for correcting points for each group counted by the point counting means according to the number of player characters of each group registered in the group registering means.
[0026]
To achieve the above object, a program according to a seventh aspect of the present invention registers a computer device connected to a plurality of client devices via a network and a group to which player characters of the plurality of client devices belong respectively. Group registration means, which is a movement space for player characters, calculates points according to achievement of tasks given to each player character that operates according to the player's operation in the plurality of client devices in a virtual space divided into a plurality of regions Point calculating means for calculating the points calculated by the point calculating means for each group to which each player character belongs and further for each divided area, Many groups On the other hand, the control right granting means for granting the control right of each area, the control right of each area is assigned to any group by the control right granting means based on the points totaled for each area and each group by the point counting means. Game change means for changing the contents of the game according to whether it is given, and change information for transmitting change information relating to the contents of the game changed by the game change means to the plurality of client devices via the network, respectively. The point calculating means is configured to calculate different points as points according to achievement of the task, depending on which group the area in which each player character has achieved the task is given control. A featured program.
[0027]
In order to achieve the above object, a program according to the eighth aspect of the present invention is:A computer device connected to a plurality of client devices via a network, group registration means for registering groups to which the player characters of the plurality of client devices respectively belong, and a moving space for the player characterDivided into multiple areasIn the virtual space, the task assigned to each player character that operates according to the player's operation in the plurality of client devices.AchievementPoint calculation means for calculating points according to the point, the points calculated by the point calculation means for each group to which each player character belongsFurthermore, for each of the divided areasPoint aggregation means to aggregate,A control right granting means for granting a control right of each area to a group in which the ratio of the points totaled in each area by the point totaling means exceeds a predetermined threshold;The point counting meansPer region,Based on points counted for each groupAccording to which group the control right of each area is given by the control right giving means,Game change means for changing game contents, and change information transmission means for transmitting change information relating to the game contents changed by the game change means to each of the plurality of client devices via the network Program.
[0028]
The programs according to the seventh and eighth aspects may be stored in a computer-readable recording medium and distributed.
[0029]
DETAILED DESCRIPTION OF THE INVENTION
Embodiments of the present invention will be described below with reference to the accompanying drawings.
[0030]
FIG. 1 is a block diagram showing the configuration of the network game system according to this embodiment. As shown in the figure, this network game system includes a plurality (four in this case) of video game apparatuses 100 and a game server apparatus 200. Each video game apparatus 100 is connected to the game server apparatus 200 via a network 151.
[0031]
In a network game provided by this system, a player who participates in the game selects in advance a country to which his player character belongs. As the game progresses, the player character may battle with the enemy character alone or by a party with another player character. When the battle is won, an experience value is given to the character participating in the battle, and points corresponding to the experience value acquired by each player character are totaled for each country. Then, the superiority or inferiority of each country is determined by the collected points, thereby changing the contents of the game.
[0032]
FIG. 2 is a block diagram showing a configuration of the video game apparatus 100 of FIG. As shown in the figure, the video game apparatus 100 is built around a video game main body 101. The video game main body 101 includes a control unit 103, a RAM (Random Access Memory) 105, a hard disk drive (HDD) 107, a sound processing unit 109, a graphic processing unit 111, a DVD / CD-ROM connected to the internal bus 119. A drive 113, a communication interface 115, and an interface unit 117 are included.
[0033]
The sound processing unit 109 of the video game main body 101 is connected to a sound output device 125 that is a speaker, and the graphic processing unit 111 is connected to a display device 121 having a display screen 122. In addition, a recording medium (DVD-ROM or CD-ROM) 131 can be attached to the DVD / CD-ROM drive 113. The communication interface 115 is connected to the network 151. An input unit (controller) 161 and a memory card 162 are connected to the interface unit 117. Here, a keyboard (not shown) may be connected as the input unit 161.
[0034]
The control unit 103 includes a CPU (Central Processing Unit), a ROM (Read Only Memory), and the like, executes a program stored on the HDD 107 and the recording medium 131, and controls the video game apparatus 100. The control unit 103 also includes an internal timer. The RAM 105 is a work area for the control unit 103. The HDD 107 is a storage area for storing programs and data. When the program executed by the control unit 103 instructs to output sound, the sound processing unit 109 interprets the instruction and outputs a sound signal to the sound output device 125.
[0035]
The graphic processing unit 111 expands an image in the frame memory 112 in accordance with a drawing command output from the control unit 103 and outputs a video signal for display on the display screen 122 of the display device 121. One frame time of an image included in the output video signal is, for example, 1/30 second. The DVD / CD-ROM drive 113 reads and writes programs and data with respect to the recording medium 131. The communication interface 115 is connected to the network 151 and communicates with other computers such as the game server device 200.
[0036]
The interface unit 117 outputs the input data from the input unit 161 to the RAM 105, and the control unit 103 interprets it and performs arithmetic processing. The input unit 161 includes direction keys (four directions, up, down, left, and right) and a plurality of operation buttons (four, ◯, □, Δ, and ×), and moves the characters described later by operating the direction keys to operate the operation buttons. To perform a predetermined process. The direction keys are also used for moving the cursor and scrolling the screen, and the operation buttons are used for inputting predetermined instructions. The interface unit 117 also stores data indicating the progress of the game stored in the RAM 105 in the memory card 162 based on an instruction from the control unit 103, and the interrupted game stored in the memory card 162. Are read out and transferred to the RAM 105.
[0037]
A program and data for playing a network game on the video game apparatus 100 are first stored in the recording medium 131, for example. The program and data are read by the DVD / CD-ROM drive 113 at the time of execution and loaded into the RAM 105. The control unit 103 processes the program and data loaded in the RAM 105, outputs a drawing command to the graphic processing unit 111, and outputs a sound output instruction to the sound processing unit 109. Intermediate data while the control unit 103 is performing processing is stored in the RAM 105.
[0038]
The video game main body 101 in the video game apparatus 100 may be a general-purpose personal computer or the like as long as it has similar components. You may apply the mobile telephone provided with the function similar to the video game main body 101. FIG. Moreover, it is good also as what comprises the portable game machine which stored the display apparatus 121 and the sound output device 125 in the housing | casing same as the video game main body 101. FIG. In the case of a portable game machine, a semiconductor memory card is used as the recording medium 131 instead of a DVD-ROM or CD-ROM, and a card slot for inserting this memory card is used instead of the DVD / CD-ROM drive 113. It may be provided.
[0039]
FIG. 3 is a block diagram showing a configuration of the game server device 200 of FIG. As shown in the figure, the game server device 200 is built around a game server main body 201. The game server main body 201 includes a control unit 203, a RAM 205, a hard disk drive (HDD) 207, a DVD / CD-ROM drive 213, and a communication interface 215 connected to the internal bus 219. A recording medium (DVD-ROM or CD-ROM) 231 can be attached to the DVD / CD-ROM drive 213.
[0040]
The control unit 203 includes a CPU (Central Processing Unit), a ROM (Read Only Memory), and the like, executes programs stored on the HDD 207 and the recording medium 231, and controls the game server device 200. A RAM 205 is a work area of the control unit 203. The HDD 207 is a storage area for storing programs and data. The communication interface 215 is connected to the network 151 and communicates with each of the video game apparatuses 100.
[0041]
A program and data for playing a network game on the game server device 200 are initially stored in, for example, the recording medium 231. The program and data are read by the DVD / CD-ROM drive 213 at the time of execution and loaded into the RAM 205. The control unit 203 processes the program and data loaded in the RAM 205, and advances the network game based on a message sent from each of the video game apparatuses 100. Intermediate data while the control unit 203 is performing processing is stored in the RAM 205.
[0042]
Next, various data necessary for executing the network game according to this embodiment will be described. First, the world map that defines the range in which the player character can move according to the player's operation will be described, and then various tables provided in the game server device 200 and various data stored in the game server device 200. explain.
[0043]
FIG. 4 is a diagram showing a world map applied to this network game. World map 400 is a virtual space in which the player character moves, and here includes nations N1 to N3 and areas A1 to A15. The states N1 to N3 can be considered as special areas, and the player character belongs to one of these, and the game is developed starting from the countries N1 to N3 to which the player character belongs.
[0044]
World map 400 includes regions R1 to R8. Regions R1 to R8 each include one or two of areas A1 to A15. In the regions R1 to R8, the control right by either the nation N1 to N3 or the monster is set by the conquest determination process described later (the control right is not set for any of them, and there is a case where it becomes a neutral state). . In addition, if there is a country that controls four or more regions R1 to R8, that country becomes the dominant country in the entire world. The player character can go in and out between the world map 400 and the countries N1 to N3 or the areas A1 to A15.
[0045]
Further, corresponding area maps are also provided corresponding to the areas A1 to A15 and the countries N1 to N3 of the world map 400. When the player character enters any of the arias A1 to A15 and the nations N1 to N3, the player character moves on the area map. When the player character goes out of the area map, the player character moves again on the world map 400. In addition, you may make it just jump between areas, without moving on the world map 400 (in this case, the world map 400 is a schematic diagram which makes it easy for a player to understand a virtual space visually, for example) Use it). The non-player characters existing on the item shops and area maps on the area maps of the areas A1 to A15 and the nations N1 to N3 can be changed by setting the ruled country information described later.
[0046]
In the item shop existing on the nations N1 to N3, an item can be purchased by any player character belonging to any nation, but there are more player characters belonging to the country according to the setting of the dominant country or dominant country. You can purchase different types of items, or you can purchase items at lower prices. That is, a player character belonging to the country can purchase items under conditions more favorable than player characters belonging to other countries, but the degree of advantage varies depending on the state of control of the regions R1 to R8 by the country. (There may be exactly the same conditions as player characters belonging to other nations). In addition, in the item shop of the nations N1 to N3 that controlled any of the regions R1 to R8, the player character belonging to the country can purchase items (special products) related to the controlled region. Thus, when there is a change in the item shop in the area map of any country, the player character belonging to the country is in a state where the item is more easily available than the item shop of another country.
[0047]
On the other hand, in the item shop existing on the areas A1 to A15, only player characters belonging to the nation that controls the regions R1 to R8 including the area can purchase items. Here, as a matter of course, special products can be purchased. In other words, for player characters belonging to the nation that controls the area, the number of places where the item can be purchased increases, so that the item is easily available.
[0048]
The data of the world map 400 and the area map (including item shops and non-player characters) are stored in the recording medium 131 and provided. The data of the item shop and the non-player character includes both before and after being changed by the setting of the controlling country information. Information regarding the position where the player character exists on the world map 400 or the area map is always sent from the video game apparatus 100 to the game server apparatus 200.
[0049]
FIG. 5 is a diagram showing a player character table provided in the RAM 205 of the game server device 200. As shown in the figure, the player character table 410 is a table in which information related to the player character of each player is registered. Each record includes a login ID of each player, a country of the player character selected by the player, and a player character. And the player character level based on the experience value. Levels are related to attack power and defense power in battles. The other information includes information such as the current position of each player character, player attributes other than experience values and levels, and a login password for the player.
[0050]
FIG. 6 is a diagram showing a conquest table provided in the RAM 205 of the game server device 200. As shown in the figure, the conquest table 420 is a table in which information necessary for selecting the controlling countries of the regions R1 to R8 and the controlling countries is registered. The conquest table 420 is provided with a record corresponding to each of the regions R1 to R8.
[0051]
Each record of the regions R1 to R8 includes a total of points acquired by the player characters belonging to the countries N1 to N3 in the area included in the region within a predetermined period, and battles performed in the area included in the region. , The number of times the player character has become unable to battle in the battle, and the controlling country that controls the region are registered.
[0052]
In addition, in the RAM 205 of the game server device 200, an area for controlling four or more regions separately from the conquest table 420 and setting a country (dominant country) that has prevailed in the entire game world. Is provided. The setting of the dominant country is also updated by the conquest determination process.
[0053]
The setting of the dominant country of each region and the dominant country of the entire world in the conquest table 420 by the conquest determination process will change the content of the game. Directly, ruled country information including information on the ruled countries of each region set in the conquest table 420 and the dominant countries of the entire world is sent from the game server device 200 and set in the RAM 105 of the video game device 100. As a result, the content of the game displayed on the display screen 122 changes.
[0054]
Here, as a change in the contents of the game, depending on whether or not it is a dominant country, the type of item that can be purchased in the item shop of the nations N1 to N3 and the change due to the difference in the player character's country of the item of the price, useful to the player There are changes such as whether there is a street performer character that provides useful information. Further, depending on which of the nations N1 to N3 is controlled, whether or not items can be purchased for each player character in the item shops in the areas A1 to A15 included in the regions R1 to R8, and acquisition of crystals There is a change in whether or not the guardman character applies the magic of crystal buffing to each player character. Whether or not it is the controlling country of the regions R1 to R8 also causes a change in whether or not special products can be purchased at the item shops provided in the countries N1 to N3.
[0055]
FIG. 7 is a diagram illustrating an experience value calculation table provided in advance in the control unit (ROM) of the game server device 200. The experience value calculation table 430 calculates a basic experience value that is a basis of the experience value to be distributed to each player character participating in the battle when the player character (one or more parties) wins the battle with the enemy character. It is used to do. When a battle with a plurality of enemy characters is won, the basic experience value is acquired from the experience value calculation table 430 for each enemy character, and the experience value is distributed to each player character based on the total. .
[0056]
The experience value calculation table 430 calculates the basic experience value according to the level difference between the highest level value of the player characters participating in the battle and the level (highest value) of the enemy character and the player character (highest value). It is what you do. For example, when a party consisting of two player characters (levels 25 and 23) wins a battle with an enemy character (level 28), the highest level of the player character is in the range of 21 to 30, and the level difference is +3. Therefore, 160 is acquired as the basic experience value.
[0057]
In addition, the game server device 200 sends ruled country information including information on the ruled countries of each region and the dominant countries of the entire world set by the conquest determination process to the video game apparatus 100. The controlled country information is sent from the game server device 200 to the video game device 100 each time the user logs in. In the RAM 105 of the video game apparatus 100, an area for setting ruled country information received from the game server apparatus 200 is provided.
[0058]
Hereinafter, processing in the network game system according to this embodiment will be described. In this network game, various processes are performed in parallel in the video game apparatus 100 and the game server apparatus 200 in order to advance a game by a plurality of players, but here, the processes related to the present invention are mainly described. Explained.
[0059]
Processing that is indispensable for the progress of the network game (processing that is also executed in the conventional network game), and that is not shown in the flowchart below, or the movement of the player character on the world map or area map, or There are processes such as battles with enemy characters. When the player character moves or battles with the enemy character, the player inputs an instruction regarding the moving direction and action from the input unit 161 according to the progress of the game displayed on the display screen 122.
[0060]
Information regarding this instruction is sent from the video game apparatus 100 to the game server apparatus 200, and the game server apparatus 200 performs necessary processing (update of the position of the player character, calculation of damage, etc.). When the processing result is required also on the video game apparatus 100 side, information on the processing result is sent from the game server apparatus 200 to the video game apparatus 100 and reflected in the processing on the video game apparatus 100 side.
[0061]
FIG. 8 is a flowchart showing processing when the video game apparatus 100 logs in to the network game provided by the game server apparatus 200. When logging in to the network game, the player inputs his login ID and password from the input unit 161 in accordance with an instruction on the display screen 122 in the video game apparatus 100 (step S101). The login ID and password are transmitted from the communication interface 115 to the game server device 200 via the network 151 (step S102). After transmitting the login ID and password, the control unit 103 of the video game apparatus 100 waits to receive information from the game server apparatus 200.
[0062]
In the game server device 200, when the communication interface 215 receives the login ID and password (step S121), the control unit 203 performs user authentication of the player based on the login ID and password (step S122). If user authentication is not performed, login of the video game apparatus 100 is rejected. However, if user authentication is performed, the control unit 203 refers to the player character database 410 and associates the player with the authenticated login ID. It is determined whether the character's country is registered (step S123).
[0063]
If the player character's country is registered, the process proceeds to step S127. If the player character's affiliation country is not registered, the control unit 203 transmits a affiliation country selection request from the communication interface 215 to the video game apparatus 100 via the network 151 (step S124).
[0064]
When the video game apparatus 100 that has been waiting to receive information from the game server apparatus 200 receives the affiliation country selection request transmitted from the game server apparatus 200 in step S124 (step S103), the control unit 103 The selection screen is displayed on the display screen 122. The player operates the input unit 161 in accordance with this selection screen to select the country to which his player character belongs (step S104). Information on the selected affiliation country is transmitted from the communication interface 115 to the game server device 200 via the network 151 (step S105). Even after transmitting information about the country to which the player belongs, the control unit 103 of the video game apparatus 100 waits to receive information from the game server apparatus 200.
[0065]
In the game server device 200, when the communication interface 215 receives information on the country of the player character (step S125), the country indicated by this information is registered in the player character table 410 in association with the login ID of the player (step S126). ). After the player character's country is registered, the process proceeds to step S127.
[0066]
In step S127, the control unit 203 refers to the conquest table 420 and reads out the controlling countries in each of the regions R1 to R8. Further, the dominant countries of the entire world are read from a predetermined area of the RAM 105 (step S127). The control unit 203 causes the game server device 100 to transmit the read ruled country information including the ruled country of each region and the dominant country of the entire world from the communication interface 215 via the network 151 (step S128). This completes the process on the game server device 200 side.
[0067]
When the video game device 100 that has been waiting to receive information from the game server device 200 receives the controlled country information transmitted from the game server device 200 in step S128 (step S106), the control unit 103 stores the predetermined information in the RAM 105. Controlling country information is set in the area (step S107). Based on the ruled country information set here, the content of the game at the start (or restart) of the game is determined. And the process of this flowchart is complete | finished.
[0068]
FIG. 9 is a flowchart showing a battle end process executed by the game server device 200. The processing of this flowchart is executed following the end of the battle between the player character (one or more parties) and the enemy character. In order to simplify the explanation, the battle in this embodiment is terminated when the player character wins the battle or when all the player characters become unable to battle, and escape from other battles. It shall not be terminated by
[0069]
When the battle ends, the control unit 203 adds 1 to the number of battles registered in the conquest table 420 for the regions R1 to R8 including the area where the battle was performed (step S201). Next, the control unit 203 determines whether or not there is at least one player character that has been in a battle impossible state at the end of the battle (step S202). If there is no player character that is in a battle disabled state, the process proceeds to step S207.
[0070]
If there is a player character that is in a battle-disabled state, the control unit 203 counts the number of battle-disabled times registered in the conquest table 420 for the regions R1 to R8 including the area where the battle was performed. Is added by 1 (step S203). In addition, the control unit 203 subtracts the experience value registered in the player character table 410 by a predetermined fee for the player character that has become unable to battle (step S204), and when the necessity arises due to the subtraction of this experience value. Lowers the level registered in the player character table 410 for the player character (step S205).
[0071]
Thereafter, although there is a player character that has become incompetent, the control unit 203 determines whether or not the enemy character has been defeated and the battle has ended with the victory on the player character side (step S206). . When all the player characters are unable to battle and the battle is finished, the process of this flowchart is finished. If the battle ends with the victory on the player character side, the process proceeds to step S207.
[0072]
In step S207, the control unit 203 obtains the level of the player character that participated in the battle (the highest value in the case of multiple player characters). The control unit 207 further acquires the level of the enemy character that has participated in the battle (step S208). The control unit 203 acquires a basic experience value from the experience value calculation table 430 according to the levels of the player character and the enemy character acquired in steps S207 and S208. When a plurality of enemy characters are won by a battle, the basic experience value of the experience value calculation table 430 is acquired according to each enemy character, and the total is then used as the basic experience value for allocating the experience value to the player character. (Step S209).
[0073]
Next, the control unit 203 distributes the experience value to the player character that was not able to fight at the end of the battle, according to the acquired basic experience value. Here, if there is a single player character, the basic experience value is directly distributed to the player character as an experience value. If there are a plurality of player characters, first, the value of the basic experience value is divided by the number of player characters. This value is allocated as an experience value to the player character with the highest level. For other player characters, a value obtained by multiplying this value by the ratio of the level of the player character to the highest level is distributed as an experience value. The allocated experience value is added to the experience value of each player character registered in the player character table 410 (step S210). If a need arises due to the addition of the experience value, the level registered in the player character table 410 for the player character is increased (step S211).
[0074]
Furthermore, the control part 203 distributes the point according to the experience value allocated to each player character in step S210 to the country to which each player character belongs. Here, for a player character belonging to a country that is the controlling country of the regions R1 to R8 where the battle was performed, a point of 1/10 of the experience value is a player character belonging to a country that is not the controlling country. Points that are one-fifth of the experience value (twice that of the controlling country) are allocated as national points. The allocated points are added to the earned points of each country registered in the conquest table 420 for the regions R1 to R8 including the area where the battle was performed (step S212).
[0075]
Next, the control unit 203 selects items according to the type of enemy character that has been defeated with respect to the player character (its party) based on the result of performing a calculation by combining a random function with various conditions in the battle performed. give. Here, if there is a player character that is crystal buffed, the probability of giving a crystal as an item is high (step S213). And the process of this flowchart is complete | finished.
[0076]
FIG. 10 is a flowchart showing a conquest determination process executed by the game server device 200. The process of this flowchart is executed at a predetermined time interval (for example, every week). As a result of this conquest determination process, the dominant country of each region and the dominant country of the entire world are set. This will change the content of the game.
[0077]
In the conquest determination process, a loop process of steps S301 to S301 'is performed for each of the regions R1 to R8 registered in the conquest table 420. In the loop process of steps S301 to S301 ′, the control unit 203 divides the number of battle impossible registered in the conquest table 420 for the regions R1 to R8 to be processed by the number of battles, and lost in the region. The rate is calculated (step S302). The control unit 203 determines whether or not the calculated lost rate is 0.1 or more (step S303).
[0078]
When the lost rate is 0.1 or more, the dominating country of the regions R1 to R8 is set to a monster (an enemy character is a part of this monster) (step S304). On the other hand, when the lost rate is less than 0.1, the control unit 203 sets the country-specific ratio of the earned points registered in the conquest table 420 for the regions R1 to R8 that are the processing targets. Obtained (step S305). The control unit 203 sets the controlling country of the regions R1 to R8 according to the country ratio of the earned points. Here, the country that has earned more than 50% of the total points (obviously, the earned point is first) is the controlling country of the region. Regardless, the region is in a neutral state in which there is no governing state (step S306).
[0079]
When the loop processing of steps S301 to S301 ′ is completed for all of the regions R1 to R8, the control unit 203 refers to the conquest table 420 and becomes four or more controlling countries of the regions R1 to R8. It is determined whether or not a nation exists (step S307). If there is a country that is the controlling country of four or more regions, the control unit 203 sets the country as the dominant country in the RAM 205 (step S308), and proceeds to the process of step S309. If there is no country that is in control of four or more regions, the process proceeds directly to step S309.
[0080]
In step S309, the control unit 203 obtains the ruled country information including the ruled countries of the regions R1 to R8 set in step S306 and the dominant country set in step S308 from the communication interface 215 via the network 151. 100 (step S309). As a result, the controlled country information set in the RAM 105 of the video game apparatus 100 is updated. Thereafter, the control unit 203 clears the acquisition points of each region registered in the conquest table 420 (step S310). And the process of this flowchart is complete | finished.
[0081]
FIG. 11 is a flowchart showing map change processing executed by the video game apparatus 100. The processing of this flowchart is executed when the player character moves to a new area (including the country) by the operation of the input unit 161 by the player. Also, the process is executed when the player character is present in any area when receiving the dominant country information sent from the game server device 200 in step S128 or S309. In the description of this flowchart, the player character means a player character of a player who plays a game on the video game apparatus 100 that is executing processing.
[0082]
In the map changing process, the control unit 103 first has an area where the player character has moved (immediately after logging in, the area where the player character was present at the previous logout) as any of the states N1 to N3 and areas A1 to A14. Is determined (step S401).
[0083]
If it is determined that the country is one of the nations N1 to N3, the control unit 103 determines whether the destination country N1 to N3 is a dominant country based on the controlled country information set in the RAM 105. Is determined (step S402). If it is not a dominant country, the map change process is terminated.
[0084]
On the other hand, if it is a dominant country, the control unit 103 increases the type and the price of the item to be sold to the player character belonging to the country in the item shop on the area map from the default state. Change to a lower one. The item types include special products related to the area in the dominant region (step S403). Thereby, when a player character belongs to the said country, acquisition of an item becomes easy and it becomes possible to advance a game advantageously.
[0085]
Also, the control unit 103 places a street performer character on the area map of the country (step S404). When the player character belongs to the country, it is possible to obtain useful information by talking to the street performer character, and the game can be advantageously advanced. In addition, due to the presence of the street performer character, a change appears in the appearance characteristics of the area map of the country. Then, the map change process ends.
[0086]
If it is determined in step S401 that the area is one of the normal areas A1 to A15, the control unit 103 determines that the country to which the player character belongs is based on the dominant country information set in the RAM 105. It is determined whether or not it is a controlling country of the regions R1 to R8 including (step S405). If the country to which the player character belongs is not the controlling country of the region including the area, the map change process is terminated as it is.
[0087]
If the country to which the player character belongs is the controlling country of the region including the area, the control unit 103 is set as a person who can purchase items in the item shop in the area (step S406). Thereby, a player character belonging to a country that controls the region including the area can obtain an item in the area and can advance the game advantageously.
[0088]
Further, the control unit 103 changes the guardman character to be placed on the area map of the area from the default one to place a crystal buff on the player character (step S407). Thereby, the player character belonging to the country that controls the region including the area has a higher probability of being given a crystal as an item at the end of the battle, and can advance the game advantageously. Then, the map change process ends.
[0089]
FIG. 12 is a flowchart showing the midway progress notification process executed by the game server device 200. The process of this flowchart is executed at a predetermined time interval (for example, every hour) shorter than the time interval at which the conquest determination process is executed. The midway progress notification process is intended only to give information to the player, and is not a process that changes the game content itself.
[0090]
In the midway progress notification process, the loop process of steps S501 to S501 'is performed for each of the regions R1 to R8 registered in the conquest table 420. In the loop process of steps S501 to S501 ', the control unit 203 obtains the ratio of the acquired points by country registered in the conquest table 420 for the regions R1 to R8 to be processed (step S502).
[0091]
The control unit 203 determines the superiority or inferiority of each country in the regions R1 to R8 according to the ratio of the earned points by country. Here, a country having 50% or more of the total acquisition points is determined to be dominant, and a country that has less than 50% acquisition points but is ranked first is determined to be slightly superior. A country that has not earned 1 points but has more than 30% of the total is judged to be slightly inferior. A country having less than 30% of earned points is determined to be inferior (step S503).
[0092]
Next, with reference to the player character table 410, the control unit 203 dominates each country over the video game device 100 of the player in which the player character exists in the regions R1 to R8 to be processed. Information about the inferiority is notified from the communication interface 215 via the network 151 (step S504). In the video game apparatus 100 that has received this notification, the superiority or inferiority of each country at the present time is displayed on the display screen 122. And the process of this flowchart is complete | finished.
[0093]
FIG. 13 is a flowchart showing a region information check process executed by accessing the game server apparatus 200 from the video game apparatus 100. Note that this region information check processing is only intended to give information to the player, and is not processing that changes the content of the game itself.
[0094]
First, the player operates the input unit 161 to input a predetermined instruction, thereby displaying a region information check screen on the display screen 122 (step S601). The player operates the input unit 161 according to the region information check screen and selects one of the regions R1 to R8 (step S602). The control unit 103 causes the game server device 200 to transmit the region number selected by the player from the communication interface 115 via the network 151 (step S603).
[0095]
In game server device 200, when communication interface 215 receives the region number (step S621), control unit 203 obtains the country of the earned points registered in conquest table 420 for regions R1 to R8 indicated by the received number. Another ratio is obtained (step S622).
[0096]
The control unit 203 determines the superiority or inferiority of each country in the regions R1 to R8 according to the ratio of the earned points by country. Here again, a country with more than 50% of the total points gained is determined to be dominant, and a country with less than 50% acquired points is ranked as slightly dominant. A country that has not earned 1 points but has more than 30% of the total is judged to be slightly inferior. A country with less than 30% earned points is determined to be inferior (step S623). Information regarding the superiority and inferiority of each country is returned as region information from the communication interface 215 to the video game apparatus 100 via the network 151 (step S624).
[0097]
In the video game device 100, when the communication interface 115 receives the region information returned from the game server device 200 (step S604), the control unit 103 selects the regions R1 to R8 selected in step S602 based on the region information. Information on the superiority and inferiority of each country in is displayed (step S605).
[0098]
Further, the control unit 103 determines whether or not the player has instructed the end of the region information check from the input unit 161 (step S606). If the end of the region information check is not instructed, the process returns to step S602. If the end of the region information check is instructed, the control unit 103 returns the display screen 122 to the original game screen (step S607), and ends the region information check process.
[0099]
Hereinafter, the flow of the game progress in the network game system according to this embodiment will be specifically described with reference to an example of the display screen 122. 14 to 18 are diagrams illustrating specific examples of the display screen 122 of the video game apparatus 100 displayed as the game progresses.
[0100]
FIG. 14A is a diagram illustrating an example of the display screen 122 at the time of login. As shown in the message in the chat window 340, at the time of login, the player inputs the login ID, enters the password, and selects the country to which his player character belongs (however, only at the first login). When logging in to the network game, the ruled country information is sent from the game server device 200 to the video game device 100, the world map 400 is displayed on the display screen 122, and the flag of the current ruled country is displayed for each of the regions R1 to R8. Is displayed. In addition, the status (a part of) the status of the player character is displayed in the status window 350.
[0101]
FIG. 14B is a diagram illustrating an example of the display screen 122 at the end of the battle. As shown in the game screen, it is assumed that a party composed of a player character 301 belonging to the country N1 and a player character 302 belonging to the country N2 defeats the enemy character 310 in the battle. It is assumed that the region including this area is controlled by the country N1. As shown in the message in the chat window 340, the player character 301 and 302 are given experience values 80 and 72, respectively, by virtue of this battle, and the affiliation countries N1 and N2 8 and 14 points will be awarded respectively.
[0102]
FIG. 15A is a diagram illustrating an example of the display screen 122 at the time of midway progress notification. It is assumed that an intermediate progress notification process is performed when the player character 301 is in the area A1 or A2 in the region R1. In this case, information regarding the superiority and inferiority of the nations N1 to N3 regarding the region R1 is notified from the game server device 200 and displayed as a message in the chat window 340. The chat window 340 also displays the current controlled country of the region R1 based on the controlled country information set in the RAM 105.
[0103]
FIG. 15B is a diagram showing an example of the display screen 122 at the time of determining a conquest. It is assumed that the conquest determination process is performed when the player character 301 is in the area A1 or A2 in the region R1. In this case, regardless of the fact that the player character 301 is in the region R1, ruled country information including a new ruled country and a dominant country in the whole world for the regions R1 to R8 is sent from the game server device 200. Based on the ruled country information, the chat window 340 displays a new ruled country for each of the regions R1 to R8 and a dominant country in the whole world as messages.
[0104]
FIGS. 16A and 16B are diagrams showing examples of the display screen 122 when the player character is in the country to which it belongs. When the player character belongs to a dominant country (FIG. 16 (a)), street performers characters 321 to 323 are arranged on the area map of the country, as shown in the message in the chat window 340. Thus, when the player character 301 talks to the street performer character 321, useful information can be obtained from here. On the other hand, when the affiliation country is not the dominant country (FIG. 16 (b)), there is no street performer character on the area map of the country, and there is no opponent to which the player character 301 speaks. Can't get.
[0105]
FIGS. 17A and 17B are diagrams showing examples of the display screen 122 when the player character is in an area other than the country. When the player character's country is the controlling country of the region including the area (FIG. 17A), as shown in the message in the chat window 340, the player character 301 is crystallized on the guardman character 331. When a request is made to apply buff magic, the crystal buff magic is applied, and the player character 301 is in a state where it is easy to obtain crystals. On the other hand, when the affiliation country is not the dominant country (FIG. 17B), the player character 301 applies the magic of crystal buff to the guardman character 332 as shown in the message in the chat window 340. Even if the request is made, the magic of the crystal buff is not applied, and the player character 301 does not easily obtain a crystal.
[0106]
FIGS. 18A and 18B are diagrams showing examples of the display screen 122 at the time of region information check. In the region information check screen, the world map 400 is displayed on the display screen 122, and the flag of the current dominant country is displayed for each of the regions R1 to R8. As shown in FIG. 18 (a), when the cursor 360 is moved to the region R1, in the chat window 340, regarding the region R1, the current dominant country and the state of superiority or inferiority of each country from the previous conquest determination to the present Is displayed. Also, as shown in FIG. 18B, when the cursor 360 is moved to the region R5, in the chat window 340, regarding the region R5, the current dominant country and the superiority or inferiority of each country from the previous conquest determination to the present Status is displayed.
[0107]
As described above, in the network game system according to this embodiment, each player who participates in the network game selects the countries N1 to N3 to which his player character belongs at the first login and registers it in the player character table 410. To do. When each player character wins a battle with an enemy character, points corresponding to the experience value given to each player character are distributed to each country. Then, the content of the game changes according to the result of the points allocated to the country of affiliation.
[0108]
That is, for each player, the content of the game is changed not only by the action of the player character but also by the action of other player characters, so the change in the game content felt by the player is significant, Even if you play for a long time, you will not feel the progress of the game monotonously.
[0109]
Further, since the content of the game is changed according to the points counted for each of the countries N1 to N3 to which the player character belongs, each player has a high sense of belonging to the selected country. The high sense of belonging to the selected country is a motivation for the player to communicate with other players (especially those who have player characters belonging to the same country). Thereby, communication between players can be performed smoothly and it can prevent that progress of a game becomes monotonous.
[0110]
The areas A1 to A15 on the world map 400 belong to one of the regions R1 to R8. Here, the points given to the player character's country by winning the battle are aggregated for each region where the battle is performed, and the controlling country is determined for each region. Depending on the lost rate of each region, monsters may be given control. As a result, when the player character moves to a different region, the development of the game may be completely different, and the progress of the game does not become monotonous.
[0111]
The acquired points of the states N1 to N3 in the regions R1 to R8 are aggregated during a predetermined period between the conquest determination process and the conquest determination process, and are used for determining the controlling country. For this reason, the control country of each region R1-R8 will be frequently replaced for every period, and the content of a game can be changed a lot. Further, in order for the nations N1 to N3 to dominate the regions R1 to R8, it is necessary to acquire 50% or more points. That is, since it is not easy to establish control over the regions R1 to R8, it is possible to stimulate a sense of opposition between nations.
[0112]
The points earned by nations are awarded to the player character in the country that has won the battle, corresponding to the experience value. Is substantially doubled as compared to the country of the player character that is the dominant country. Thereby, it becomes easy to change each control country of region R1-R8 for every conquest determination, and it can be anticipated that the change of the contents of the game will be very large.
[0113]
In addition, since the experience value given depending on the level difference between the player character and the enemy character is different, an appropriate experience value can be given to the player character according to the difficulty level of the battle. When a plurality of player characters participate in the battle, the experience value is distributed from the basic experience value according to the level of each player character, so the experience value is distributed fairly to each player character according to the degree of contribution to the battle. can do. This means that the points given to each country can be distributed appropriately and fairly.
[0114]
By the way, when the country to which the player character belongs is the controlling country of the regions R1 to R8, the player character can purchase items at an item shop in an area included in the region. For this reason, it is advantageous to purchase items in the region where the country is the controlling country. Further, if the country of affiliation is the controlling country of the regions R1 to R8, the player character can receive a crystal buff from the guardman character existing there. For this reason, the game can be advantageously advanced in the region in which the country belongs.
[0115]
On the other hand, when the player character's country is the dominant country of the entire world, the types of items that the player character in the country can purchase in the item shop in his / her country increase, and the price of the item decreases. ing. For this reason, when the country of affiliation becomes the dominant country, it is advantageous to purchase items. Moreover, in a country that is a dominant country, a street entertainer character is placed on the area map, and it can be seen from the appearance that the game is proceeding predominantly. Furthermore, since only the player character having the dominant country as the member country can obtain useful information from the street performer character, this also makes the progress of the game advantageous.
[0116]
Furthermore, the midway progress notification process sends the progress of the conquest related to the region including the area where the player character is present for each relatively short period. In addition, the current rule of the regions R1 to R8 and the progress of the conquest can be confirmed by the player at any time by the region information check process. Thereby, each player can easily determine to which area his player character should be moved to advance the game.
[0117]
The present invention is not limited to the above-described embodiment, and various modifications and applications are possible. Hereinafter, modifications of the above-described embodiment applicable to the present invention will be described.
[0118]
In the above embodiment, the areas A1 to A15 on the world map 400 are included in any of the regions R1 to R8, and the points given to the player character's country in the battle are totaled for each region. It was. On the other hand, one area may be treated as one region, and points may be totaled. Further, all the areas may be handled as one region and the points may be totaled. In any case, the content of the game may be changed according to the points given for each country to which the player character belongs.
[0119]
In the above embodiment, in the conquest determination process, it is determined whether or not to be the controlling country of each region R1 to R8 according to the ratio of the points acquired by the countries N1 to N3 after the end of the previous conquest determination process. . In this way, instead of determining the dominating country based only on the acquisition points for a certain period, the acquisition points for each country from the start of the network game provision to the present may be reflected in the setting of the dominating country. For example, the value of the ratio of acquired points up to the previous time and the value of the ratio of acquired points of this time may be summed at a ratio of 2: 8, and the controlling country of the regions R1 to R8 may be determined according to the total value.
[0120]
In the above embodiment, a battle with an enemy character is set as a task of the player character in the progress of the game, and points are given to the country to which each player character belongs by achieving the task by winning this battle. Was supposed to be. However, the task given to the player character is not limited to the battle with the enemy character, but may be a mini game such as a puzzle or searching for a specific item hidden on the map within the time limit. These issues can also be cleared by forming a party with a plurality of player characters.
[0121]
In the above embodiment, the conquest determination process is performed at regular intervals, and the controlling countries of the regions R1 to R8 are thereby set. On the other hand, when the player character is awarded a point by winning the battle with the enemy character, the change of the point is reflected in real time to change the controlling country of each region R1 to R8. It may be a thing.
[0122]
In the above embodiment, when the nations N1 to N3 become dominant countries, a street performer character that provides information to a player character whose country is a member country is placed on the area map, or the country The type and price of the product sold at the item shop to the player character whose country belongs is changed. In addition, when the nations N1 to N3 become the dominating countries of the regions R1 to R8, the player character belonging to the country receives magic called “crystal buff” in the dominating region, It was supposed to be possible to purchase items.
[0123]
However, the contents of the game can be changed so as to be advantageous to the player character belonging to the country that has become the dominant country or the dominant country even by other methods. For example, a player character belonging to a dominant country or a country that has become a dominant country may be able to use a hotel that can recover parameters consumed in battles at a low cost. A specific vehicle may be used to quickly move on the world map 400. You may make it change the building which exists on the area map of the country which became the dominant country.
[0124]
In the above embodiment, when the nations N1 to N3 become the dominant nations of the regions R1 to R8 or the dominant nations of the whole world, the game progress is advantageous for the player characters belonging to the nations. The contents of were to be changed from the default state. However, the advantages and disadvantages of the progress of the game due to becoming a dominant or dominant country may be relative. For example, for a player character whose country is a country that could not be controlled by any of the regions R1 to R8, the game content may be changed so that the progress of the game is more disadvantageous than the default state. Good.
[0125]
In the above embodiment, the player character's country is selected by the player when logging in to the network game from the video game apparatus 100 for the first time, and cannot be changed thereafter. On the other hand, at an arbitrary timing or a designated timing, the player can change the country to which the player character belongs, and the change in the content of the game may be further increased.
[0126]
Here, when the player gives an instruction to change the affiliation country of the player character from the input unit 161, information regarding the affiliation country after the change is sent from the video game apparatus 100 to the game server apparatus 200. The control unit 203 of the game server device 200 changes the affiliation country registered in the player character table 400 by receiving this information. In addition, the points acquired by the player character in the previous country after the previous conquest determination (assumed to be counted for each player character and registered in the player character table 420 in the battle end process). It can be subtracted.
[0127]
In the above embodiment, since the player can arbitrarily select the country to which his player character belongs, in some cases, many player characters may be concentrated in a specific country. In this case, if the above processing is left as it is, a country where many player characters are concentrated will inevitably dominate many regions.
[0128]
Therefore, for example, in the conquest determination, it is possible to divide the earned points of each country by the number of belonging player characters and obtain the point ratio between the countries according to the divided result. The same applies when determining the superiority or inferiority of each country in the midway progress notification process or the region information check process. In addition, the smaller the number of player characters belonging to the nation that controls the region, the higher the advantage for the game progress. By such a modification, it is possible to prevent the occurrence of an unbalance of whether the progress of the game is advantageous or unfavorable depending on the difference of the player character's country.
[0129]
In the above embodiment, the program and data of the video game apparatus 100 are stored in the recording medium 131 and distributed. The program and data of the game server device 200 are stored in the recording medium 231 and distributed. On the other hand, these programs and data may be stored in a fixed disk device of a server device existing on the network 151 and distributed to the video game main body 101 or the game server main body 201 via the network 151. Good. The program and data of the video game apparatus 100 can be stored in the HDD 207 of the game server apparatus 200 and distributed. In the video game apparatus 100, the program and data received from the server apparatus by the communication interface 115 can be stored in the HDD 107 and loaded into the RAM 105 at the time of execution. In the game server device 200, the program and data received by the communication interface 215 can be stored in the HDD 207 and loaded into the RAM 205 at the time of execution.
[0130]
【The invention's effect】
As described above, according to the present invention, the content of the game is changed by other than the single action of the player character of each player, so that the game content can be prevented from becoming monotonous.
[0131]
Moreover, since each player's sense of belonging to the group increases, it is possible to motivate communication between the players. Thereby, communication between players becomes smooth and it can prevent that the content of a game becomes monotonous.
[Brief description of the drawings]
FIG. 1 is a block diagram showing a configuration of a network game system according to an embodiment of the present invention.
FIG. 2 is a block diagram showing a configuration of the video game apparatus of FIG.
FIG. 3 is a block diagram showing a configuration of the game server device of FIG. 1;
4 is a diagram showing a world map of a network game provided by the game server device of FIG. 3. FIG.
FIG. 5 is a view showing a player character table provided in the game server device of FIG. 3;
6 is a diagram showing a conquest table provided in the game server device of FIG. 3. FIG.
7 is a diagram showing an experience value calculation table provided in the game server device of FIG. 3. FIG.
FIG. 8 is a flowchart showing processing when the video game apparatus logs in to a network game provided by the game server apparatus.
FIG. 9 is a flowchart showing battle end processing executed by the game server device.
FIG. 10 is a flowchart showing a conquest determination process executed by the game server device.
FIG. 11 is a flowchart showing map change processing executed in the video game apparatus.
FIG. 12 is a flowchart showing midway progress notification processing executed by the game server device.
FIG. 13 is a flowchart showing a region information check process executed by an access from a video game device to a game server device.
FIG. 14 is a diagram showing an example of a game screen at the time of login and at the end of a battle.
FIG. 15 is a diagram showing an example of a game screen at the time of midway progress notification and at the time of conquest determination.
FIG. 16 is a diagram showing an example of a game screen when a player character is in the country to which the player character belongs.
FIG. 17 is a diagram showing an example of a game screen when the player character is in an area other than the country.
FIG. 18
It is a figure which shows the example of the game screen at the time of a region information check.
[Explanation of symbols]
100 video game devices
101 Video game body
103 Control unit
105 RAM
107 HDD
109 Sound processor
111 Graphic processing unit
112 frame memory
113 DVD / CD-ROM drive
115 Communication interface
117 Interface section
119 Internal bus
121 display device
122 Display screen
125 sound output device
131 Recording medium
151 network
161 Input section
162 Memory card
200 game server device
201 Game server
203 control unit
205 RAM
207 HDD
213 DVD / CD-ROM drive
215 Communication interface
231 recording medium
400 world map
410 Player Character Table
420 Conquest Table
430 Experience value calculation table
N1-N3 nation
R1-R8 Region
A1-A15 area

Claims (20)

  1. A network game system comprising a server device and a plurality of client devices respectively connected to the server device via a network,
    Each of the client devices is
    Group setting means for setting a group to which a player character operating in a virtual space divided into a plurality of areas by operation of the player belongs;
    Group information transmitting means for transmitting group information relating to a group to which the player character set by the group setting means belongs to the server device via the network;
    Change information receiving means for receiving change information indicating a change in game content sent from the server device;
    Display control means for displaying on the display device the game content indicated by the change information received by the change information receiving means,
    The server device
    Group information receiving means for receiving group information transmitted from the group information transmitting means;
    Group registration means for registering groups to which the player characters of the plurality of client devices belong, respectively, based on the group information received by the group information receiving means;
    Point calculation means for calculating points in accordance with the achievement of the task given to each player character that operates according to the player's operation in the plurality of client devices in the virtual space;
    Point counting means for counting the points calculated by the point calculating means for each group to which each player character belongs, and for each divided area ;
    A control right granting means for granting control of each area to a group having a large number of points totaled in each area by the point totaling means;
    Game changing means for changing the content of the game according to which group the control right of each area is given by the control right granting means based on the points totaled for each area and group by the point counting means;
    Change information transmitting means for transmitting change information regarding the contents of the game changed by the game changing means to the plurality of client devices via the network, respectively .
    The point calculating means calculates different points as points according to the achievement of the task depending on which group the area in which each player character has achieved the task is given control. Network game system to do.
  2. A network game system comprising a server device and a plurality of client devices respectively connected to the server device via a network,
    Each of the client devices is
    Group setting means for setting a group to which a player character operating in a virtual space divided into a plurality of areas by operation of the player belongs;
    Group information transmitting means for transmitting group information relating to a group to which the player character set by the group setting means belongs to the server device via the network;
    Change information receiving means for receiving change information indicating a change in game content sent from the server device;
    Display control means for displaying on the display device the game content indicated by the change information received by the change information receiving means,
    The server device
    Group information receiving means for receiving group information transmitted from the group information transmitting means;
    Group registration means for registering groups to which the player characters of the plurality of client devices belong, respectively, based on the group information received by the group information receiving means;
    Point calculation means for calculating points in accordance with the achievement of the task given to each player character that operates according to the player's operation in the plurality of client devices in the virtual space;
    Point counting means for counting the points calculated by the point calculating means for each group to which each player character belongs, and for each divided area ;
    A control right granting means for granting a control right of each area to a group in which the ratio of the points totaled in each area by the point totaling means exceeds a predetermined threshold;
    Game changing means for changing the content of the game according to which group the control right of each area is given by the control right granting means based on the points totaled for each area and group by the point counting means;
    A network game system comprising: change information transmitting means for transmitting change information relating to the content of a game changed by the game changing means to each of the plurality of client devices via the network.
  3. A game server device connected to a plurality of client devices via a network,
    Group registration means for registering groups to which the player characters of the plurality of client devices respectively belong;
    Ri Do a moving space of the player character in the virtual space divided into a plurality of regions, points to calculate the points corresponding to the achievement of the problems given to each player character operates in accordance with a player's operation in the plurality of client devices A calculation means;
    Point counting means for counting the points calculated by the point calculating means for each group to which each player character belongs, and for each divided area ;
    A control right granting means for granting control of each area to a group having a large number of points totaled in each area by the point totaling means;
    Game changing means for changing the content of the game according to which group the control right of each area is given by the control right granting means based on the points totaled for each area and group by the point counting means;
    Change information transmitting means for transmitting change information regarding the contents of the game changed by the game changing means to the plurality of client devices via the network, respectively .
    The point calculating means calculates different points as points according to the achievement of the task depending on which group the area in which each player character has achieved the task is given control. Game server device to perform.
  4.   The control right granting unit grants the control right of each region to a group whose ratio to the total of points totaled in each region by the point totaling unit exceeds a predetermined threshold.
      The game server device according to claim 3.
  5. A game server device connected to a plurality of client devices via a network,
    Group registration means for registering groups to which the player characters of the plurality of client devices respectively belong;
    Ri Do a moving space of the player character in the virtual space divided into a plurality of regions, points to calculate the points corresponding to the achievement of the problems given to each player character operates in accordance with a player's operation in the plurality of client devices A calculation means;
    Point counting means for counting the points calculated by the point calculating means for each group to which each player character belongs, and for each divided area ;
    A control right granting means for granting a control right of each area to a group in which the ratio of the points totaled in each area by the point totaling means exceeds a predetermined threshold;
    Game changing means for changing the content of the game according to which group the control right of each area is given by the control right granting means based on the points totaled for each area and group by the point counting means;
    A game server device, comprising: change information transmission means for transmitting change information relating to the content of the game changed by the game change means to each of the plurality of client devices via the network.
  6. The game changing means changes at least one of a kind of item that the player character can obtain or a condition for the player character to obtain the item based on the points counted by the point counting means. The game server device according to claim 3 , wherein the game server device is a game server device.
  7. The said game change means changes the characteristic on the external appearance in the said virtual space based on the point totaled by the said point totaling means, The one of the Claims 3 thru | or 6 characterized by the above-mentioned. Game server device.
  8. The dominion applying means, for the group points the point aggregator is aggregated in each region exceeds the predetermined threshold value, 3 to claim, characterized in that as to impart control of each region 8. The game server device according to any one of 7 .
  9. The game changing means changes the contents of the game in the area so that the progress of the game is advantageous for the player characters belonging to the group to which the control right is given to the area by the control right giving means. The game server device according to any one of claims 3 to 8 .
  10. The game changing means changes the contents of the game so that the progress of the game is advantageous for a player character belonging to a group having many areas to which the control right is given by the control right giving means. Item 10. The game server device according to any one of Items 3 to 9 .
  11. The game changing means, based on the point where the point aggregator is compiled, any one of claims 3 to 10, characterized in that player for each group is of changing the content of information obtainable The game server device described in 1.
  12. The task given to the player character is a battle with an enemy character,
    And points corresponding to the achievement of the object, according to any one of claims 3 to 11, characterized in that when winning to the battle those corresponding to Ataeraru experience value in each of the player characters Game server device.
  13. The game server device according to claim 12, wherein the experience value is calculated according to a level difference between the level of the player character and the level of the enemy character.
  14. The battle with the enemy character can be performed by a plurality of player characters operating by player operations in different client devices in a party,
    The said experience value is calculated according to the level difference of the level of each player character, the level of the said enemy character, and the level of another player character, The one of Claims 3 thru | or 13 characterized by the above-mentioned. The game server device described in 1.
  15. The game server device according to claim 3 , wherein the point totaling unit totals the points calculated by the point calculating unit for each group during a certain period.
  16. A group changing means for changing a group to which the player character registered in the group registration means belongs according to an instruction from a client device corresponding to each player character;
    The point totaling unit removes the points calculated by the point calculating unit before the change of the group from the target of totaling points for each group with respect to a player character whose group has been changed due to the group change. Item 16. The game server device according to any one of Items 3 to 15 .
  17. The point correction means according to any one of claims 3 to 16, further comprising point correction means for correcting points for each group counted by the point counting means in accordance with the number of player characters of each group registered in the group registration means. The game server device according to item .
  18. A computer device connected to a plurality of client devices via a network,
    Group registration means for registering groups to which the player characters of the plurality of client devices belong,
    Ri Do a moving space of the player character in the virtual space divided into a plurality of regions, points to calculate the points corresponding to the achievement of the problems given to each player character operates in accordance with a player's operation in the plurality of client devices Calculation means,
    Point counting means for counting the points calculated by the point calculating means for each group to which each player character belongs, and for each divided area ;
    A control right granting means for granting control of each area to a group having a large number of points totaled in each area by the point counting means;
    Game changing means for changing the content of the game according to which group the control right of each area is given by the control right granting means based on the points totaled for each area and group by the point counting means, and ,
    Functioning as change information transmitting means for transmitting change information regarding the contents of the game changed by the game changing means to each of the plurality of client devices via the network ;
    The point calculation means calculates different points as points according to the achievement of the task, depending on which group the area in which each player character has achieved the task is given control.
    A program characterized by that .
  19. A computer device connected to a plurality of client devices via a network,
    Group registration means for registering groups to which the player characters of the plurality of client devices belong,
    Ri Do a moving space of the player character in the virtual space divided into a plurality of regions, points to calculate the points corresponding to the achievement of the problems given to each player character operates in accordance with a player's operation in the plurality of client devices Calculation means,
    Point counting means for counting the points calculated by the point calculating means for each group to which each player character belongs, and for each divided area ;
    A control right granting means for granting a control right of each area to a group in which the ratio of the points totaled in each area by the point totaling means exceeds a predetermined threshold;
    Game changing means for changing the content of the game according to which group the control right of each area is given by the control right granting means based on the points totaled for each area and group by the point counting means, and ,
    A program for functioning as change information transmission means for transmitting change information relating to game contents changed by the game change means to each of the plurality of client devices via the network.
  20. 20. A computer-readable recording medium on which the program according to claim 18 or 19 is recorded.
JP2002138361A 2002-05-14 2002-05-14 Network game system, game server device, network game progress method, program, and recording medium Active JP3561511B2 (en)

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